diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/eevee_material.cc')
-rw-r--r-- | source/blender/draw/engines/eevee_next/eevee_material.cc | 78 |
1 files changed, 39 insertions, 39 deletions
diff --git a/source/blender/draw/engines/eevee_next/eevee_material.cc b/source/blender/draw/engines/eevee_next/eevee_material.cc index b3161a67092..13efbd1bd1a 100644 --- a/source/blender/draw/engines/eevee_next/eevee_material.cc +++ b/source/blender/draw/engines/eevee_next/eevee_material.cc @@ -145,9 +145,6 @@ MaterialModule::MaterialModule(Instance &inst) : inst_(inst) MaterialModule::~MaterialModule() { - for (Material *mat : material_map_.values()) { - delete mat; - } BKE_id_free(nullptr, glossy_mat); BKE_id_free(nullptr, diffuse_mat); BKE_id_free(nullptr, error_mat_); @@ -157,13 +154,12 @@ void MaterialModule::begin_sync() { queued_shaders_count = 0; - for (Material *mat : material_map_.values()) { - mat->init = false; - } + material_map_.clear(); shader_map_.clear(); } -MaterialPass MaterialModule::material_pass_get(::Material *blender_mat, +MaterialPass MaterialModule::material_pass_get(Object *ob, + ::Material *blender_mat, eMaterialPipeline pipeline_type, eMaterialGeometry geometry_type) { @@ -203,35 +199,34 @@ MaterialPass MaterialModule::material_pass_get(::Material *blender_mat, pipeline_type = MAT_PIPE_FORWARD; } - if ((pipeline_type == MAT_PIPE_FORWARD) && + if (ELEM(pipeline_type, + MAT_PIPE_FORWARD, + MAT_PIPE_FORWARD_PREPASS, + MAT_PIPE_FORWARD_PREPASS_VELOCITY) && GPU_material_flag_get(matpass.gpumat, GPU_MATFLAG_TRANSPARENT)) { - /* Transparent needs to use one shgroup per object to support reordering. */ - matpass.shgrp = inst_.pipelines.material_add(blender_mat, matpass.gpumat, pipeline_type); + /* Transparent pass is generated later. */ + matpass.sub_pass = nullptr; } else { ShaderKey shader_key(matpass.gpumat, geometry_type, pipeline_type); - auto add_cb = [&]() -> DRWShadingGroup * { - /* First time encountering this shader. Create a shading group. */ - return inst_.pipelines.material_add(blender_mat, matpass.gpumat, pipeline_type); - }; - DRWShadingGroup *grp = shader_map_.lookup_or_add_cb(shader_key, add_cb); - - if (grp != nullptr) { - /* Shading group for this shader already exists. Create a sub one for this material. */ - /* IMPORTANT: We always create a subgroup so that all subgroups are inserted after the - * first "empty" shgroup. This avoids messing the order of subgroups when there is more - * nested subgroup (i.e: hair drawing). */ - /* TODO(@fclem): Remove material resource binding from the first group creation. */ - matpass.shgrp = DRW_shgroup_create_sub(grp); - DRW_shgroup_add_material_resources(matpass.shgrp, matpass.gpumat); + PassMain::Sub *shader_sub = shader_map_.lookup_or_add_cb(shader_key, [&]() { + /* First time encountering this shader. Create a sub that will contain materials using it. */ + return inst_.pipelines.material_add(ob, blender_mat, matpass.gpumat, pipeline_type); + }); + + if (shader_sub != nullptr) { + /* Create a sub for this material as `shader_sub` is for sharing shader between materials. */ + matpass.sub_pass = &shader_sub->sub(GPU_material_get_name(matpass.gpumat)); + matpass.sub_pass->material_set(*inst_.manager, matpass.gpumat); } } return matpass; } -Material &MaterialModule::material_sync(::Material *blender_mat, +Material &MaterialModule::material_sync(Object *ob, + ::Material *blender_mat, eMaterialGeometry geometry_type, bool has_motion) { @@ -249,27 +244,32 @@ Material &MaterialModule::material_sync(::Material *blender_mat, MaterialKey material_key(blender_mat, geometry_type, surface_pipe); - /* TODO: allocate in blocks to avoid memory fragmentation. */ - auto add_cb = [&]() { return new Material(); }; - Material &mat = *material_map_.lookup_or_add_cb(material_key, add_cb); - - /* Forward pipeline needs to use one shgroup per object. */ - if (mat.init == false || (surface_pipe == MAT_PIPE_FORWARD)) { - mat.init = true; + Material &mat = material_map_.lookup_or_add_cb(material_key, [&]() { + Material mat; /* Order is important for transparent. */ - mat.prepass = material_pass_get(blender_mat, prepass_pipe, geometry_type); - mat.shading = material_pass_get(blender_mat, surface_pipe, geometry_type); + mat.prepass = material_pass_get(ob, blender_mat, prepass_pipe, geometry_type); + mat.shading = material_pass_get(ob, blender_mat, surface_pipe, geometry_type); if (blender_mat->blend_shadow == MA_BS_NONE) { mat.shadow = MaterialPass(); } else { - mat.shadow = material_pass_get(blender_mat, MAT_PIPE_SHADOW, geometry_type); + mat.shadow = material_pass_get(ob, blender_mat, MAT_PIPE_SHADOW, geometry_type); } - mat.is_alpha_blend_transparent = (blender_mat->blend_method == MA_BM_BLEND) && - GPU_material_flag_get(mat.prepass.gpumat, + GPU_material_flag_get(mat.shading.gpumat, GPU_MATFLAG_TRANSPARENT); + return mat; + }); + + if (mat.is_alpha_blend_transparent) { + /* Transparent needs to use one sub pass per object to support reordering. + * NOTE: Pre-pass needs to be created first in order to be sorted first. */ + mat.prepass.sub_pass = inst_.pipelines.forward.prepass_transparent_add( + ob, blender_mat, mat.shading.gpumat); + mat.shading.sub_pass = inst_.pipelines.forward.material_transparent_add( + ob, blender_mat, mat.shading.gpumat); } + return mat; } @@ -297,7 +297,7 @@ MaterialArray &MaterialModule::material_array_get(Object *ob, bool has_motion) for (auto i : IndexRange(materials_len)) { ::Material *blender_mat = material_from_slot(ob, i); - Material &mat = material_sync(blender_mat, to_material_geometry(ob), has_motion); + Material &mat = material_sync(ob, blender_mat, to_material_geometry(ob), has_motion); material_array_.materials.append(&mat); material_array_.gpu_materials.append(mat.shading.gpumat); } @@ -310,7 +310,7 @@ Material &MaterialModule::material_get(Object *ob, eMaterialGeometry geometry_type) { ::Material *blender_mat = material_from_slot(ob, mat_nr); - Material &mat = material_sync(blender_mat, geometry_type, has_motion); + Material &mat = material_sync(ob, blender_mat, geometry_type, has_motion); return mat; } |